So, my group's running a game with a slightly wider range of races than normal. Of primary concern for this game is the Large monk in the party.
Here's the thing: at level 4, this monk does 2d6 with unarmed strikes. Party cleric is all too happy to lay on an Enlarge Person, bringing the monk to 3d6 per blow. What happens when the alchemist gives the monk an infused extract of Animal Aspect (gorilla)... are we seriously looking at 4d6 base unarmed damage for this character?
I'm sure there's another one or two ways to increase effective character size for weapon damage out there, too. How have other people addressed this sort of thing stacking? It's not a conventional +x bonus with a stacking or non-stacking type, and there's no official Pathfinder chart to tell where damage goes once you're 2 or more steps over medium.
Side note: Large race aside, is this merely potent, or is it overpowered? As we're ruling now, with just these buffs, at 4th level the monk flurries at +6/+6 for 4d6+6 damage. Ki flurry just blenders foes into the dirt.
Crafting: To craft an object, a character generally starts with half the item's value in raw materials. Each week of work (a successful craft check at the item's DC) adds value to the raw materials equal to the character's respective mastery value. When the raw materials plus the mastery value equals the cost of the item, it is completed. If the character's mastery value is higher than half the item's final value, he can complete it in proportionately less time.
Mastery Value: Each character with ranks in a Craft skill has a number associated with the skill, indicating the sheer value of their professional expertise. This value is equal to their total Craft check modifer squared, and represents the number of silver pieces in crafting per week that the character's skill can account for.
Advanced crafting: Ambitious craftspeople can attempt to produce superior work in less time with diminished resources. They may choose to apply any of the following modifiers to a craft project (it applies to every roll, if the project takes longer than a single day to complete)
-Reduce starting supplies to 25% final item value*: +5 DC
-Reduce starting supplies to 10% final item value*: +10 DC
-Triple effective mastery value: +10 DC
-Multiply effective mastery value tenfold: +20 DC
*note that these modifiers will result in longer crafting times, as the base materials comprise less of the final value.
Assistants: A craftsman can have any number of assistants contribute their respective mastery values to the weekly progress on an item by making a craft check at a DC 10 lower than the craftsman's final DC (including the modifiers listed above). Assistants may not voluntarily raise the Craft DC for production benefits - only the lead craftsman may do so.
Failure: If you fail a week's craft check by 1-5, you add no value for that week. If you fail by 6 or more, you ruin the project and must begin anew. Note that these conditions apply to assistants as well as the lead craftsman - an inept helper is liable to ruin sophisticated projects.
Sample 1:
Sample usage 1: A peasant tailor (com 1) wants to make a traveller's outfit. The tailor's Craft (clothing) modifier is +4 (1 rank, 3 class skill, artisan's tools), yielding a mastery value of 16 sp.
A traveller's outfit normally costs 1 gp, so the tailor begins with 5 sp in materials. With a week of work (a DC 10 check at his modifier of +4) he can add a total of 16 sp to the outfit. As he reaches the final value of 1 gp with time to spare (11/16 sp) he does not need to spend a whole week on the project - 7 days * (5/16) = about 2 days. He can produce three such outfits with a week of work, with time to spare.
(compare to RAW: DC 10 * 14 result = 140 sp = 14 outfits in one week by one peasant)
Sample 2:
Sample usage 2: The head smith (exp 6) in a medium sized town has been commissioned to make several breastplates for the watch. The smith has a Craft (armorsmithing) modifier of +16 (6 ranks, 3 class skill, 3 skill focus, 2 intelligence, 2 masterwork artisan's tools), yielding a mastery value of 19.6 gp or 196 sp. She has 4 assistants (exp or com 3) with modifiers of +8 (3 ranks, 3 class skill, 2 masterwork artisan's tools) helping her, contributing values of 6.4 gp each.
Breastplates are a DC 16 project that cost 200 gp, so the smith begins with 100 gp's worth of materials. She wants to speed the project along, so raises the target DC by 10, up to 26 - something she can just manage to take 10 at. At this higher DC, the whole smithy's yield is 135.6 gp - they will complete a breastplate every 4-5 days.
(compare to RAW: DC 16 * 26 result = 20 days for one breastplate)
On her own, this same smith can make a masterwork battleaxe with 155 gp in materials in roughly 18 days. Cutting down on costs, she can produce one for 31 gp, but all the extra refinement will take her 99 days.
(compare to RAW: DC 25 (15 + 10 voluntary increase) * 26 result = 650 sp per week; 33 days of work at maximum, more commonly 55)
Sample 3:
Sample usage 3: A master alchemist (alc 14) is cornered in a tower by a hobgoblin battle company. Having already exhausted his bombs for the day, he needs to whip up some alchemist's fire before the gobs can construct basic siege equipment - something that will take them a couple hours, but not all night. The alchemist's Craft (alchemy) modifier is +35 (+14 ranks, +3 class skill, +6 int, +14 class feature, -2 improvised tools), giving a mastery value of 1225 sp (he's good), doubled to 2450 for his swift alchemy ability (he's awesome).
Alchemist's fire is a DC 20 project that costs 20 gp. The alchemist is low on supplies though, and has to scrounge around the tower - he'll add +5 DC to reduce the material cost to 25% of its base, or 5 gp per vial. He'll add another 20 to multiply his mastery value by 10, and then take 10 at +35 against a DC of 45. Success gives him 24500 sp worth of alchemist's fire for a week of work.
He doesn't have a week, though. Working out his hourly progress, he gets 24500 sp/(8 hours * 7 days) = 437.5 sp worth of alchemist fire value per hour. Starting with 5 gp of materials, he can produce a vial of alchemist's fire every 20 minutes or so. When the hobgoblins finish making their ladders in a couple of hours, the alchemist will have something to fight them with.
(compare to RAW: alchemist needs 6.66 gp in chemicals. DC 30 [20+10 voluntary difficulty increase] * 45 = 1350 sp = 2.41 gp worth of alchemist's fire per hour, doubled to 4.82 with swift alchemy means he'll get 1 vial every 4 hours or so - he'll be lucky to have produced a single vial)
Sample 4:
Sample usage 4: A foul demon is terrorizing the land, so a young knight ascends the mountain to request aid from the legendary swordsmith residing there (exp 18). The smith is moved by the knight's tale, and promises to forge a hero's weapon to fight the creature. The smith's Craft (weaponsmithing) bonus is +35 (18 ranks, 3 class skill, 4 int, 6 skill focus, 2 master craftsman, 2 masterwork smithy), and his mastery value is 1225 sp.
The knight seems suited for a bastard sword, and the smith has been saving some adamantine for an occasion such as this: his project will cost 3035 gp, so he begins with 1517.5 gp in materials at a DC 20. He raises this DC by 20 to increase his mastery value to 12250 sp. The smith takes 10 on this DC 45 project and adds 1225 gp to the sword's base value for a week of work. He will finish the forging in 9 days. Another 9 days and 9k in materials will present the knight with a +1 keen demon bane adamantine bastard sword (not that the enchantments have anything to do with the crafting rules, just the story)
(compare to Raw: smith needs ~1010 gp in materials. DC 30 * 45 result = 1350 sp per week = 22.48 wks to complete the sword... plus the same 9 days to do the enchanting work)
Thoughts, anyone? I know it shares plenty of the weaknesses of the original rules, but its not much of an increase in complexity, and it allows for substantially more heroic works. You know, rather than spending years on a suit of armor.
So, this project is getting to about where I want it. I'm currently looking for feedback about:
-balance. Does the Henchman seem too powerful, despite being conventionally useless? Are there glaring rules loopholes I've missed?
-clarity. Do the various abilities make sense? Could they be done better?
-amusement. Am I missing any really obvious duties? Are there other comic tropes I should be tapping into?
Once I've got some feedback, I'll be polishing it all up and packing it into a neato PDF to freely distribute, so talk to me and then keep an eye out for v1.0 :D
Humbly submitted to the editing mercies of the homebrew board:
First, the feat:
Hireling:
Hireling:You gain the services of a Henchman
Prerequisites: Character level 3rd
Effects: You gain the services of a Henchman NPC. The henchman is two levels lower than you, shares your alignment, and is immensely loyal (for reasons mysterious, since it's certainly not the money). Whenever you gain a level, you may pay the henchman's wages (50 x your new level in gold pieces) in which case the henchman advances a level as well (staying 2 levels behind you). If your henchman ever dies, you may hire a new one by paying your level x 100gp; however, each henchman after the first is limited to a maximum level of one less than the previous henchman. If this would reduce their maximum level to less than 1, your reputation is too poor to hire a new henchman.
So, what are you getting?
Overview:
The Henchman!
Behind every great hero, there is a long-suffering patsy. Okay, perhaps not all great heroes, but Don Quixote had Sancho Panza, Dr. Frankenstein had Igor, and King Arthur had Patsy. Whether they're called a henchman, lackey, hireling, or patsy, a henchman's job is the same: follow their employer and help with whatever tasks need doing. The hard, thankless work henchmen do leads to the ability to endure phenomenal hardships with little more than a resigned, overburdened shrug. Henchmen are doorstops, living shields, beasts of burden, and on rare occasion, the soul of common sense in an adventuring party.
Role: Henchmen do not excel in combat, cast spells, perform incredible physical feats, or bypass obstacles with skill and trickery. Henchmen do the jobs that nobody else wants to do.
Alignment: A henchman may be of any alignment, but typically shares that of his employers.
Hit Die: d6
Base Attack Bonus: poor
Saves: Good Fort, Ref, and Will
Class Skills
Diplomacy (Cha), Perception (Wis), Profession (Porter)(Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis)
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the henchman.
Weapon and Armor Proficiency: Henchmen are proficient with a single simple weapon of their choice. Henchmen are not proficient with any type of armor or shield.
Clumsy Helper (Ex): While henchmen are theoretically meant to help their employers, this help can be more dangerous than it's worth. When the henchman uses the aid another action, he adds +4 to the roll instead of +2. However, if the action fails despite the henchman's help, all parties involved take 1d6 damage from the resulting mishap (in addition to any other consequences of failure). If the die roll is a natural 1, all involved parties are knocked prone in addition to taking the damage.
Handoff (Ex): When called upon to produce an item, a henchman knows exactly how to hand it off. If a henchman is holding an item ready to be handed to someone else, a friendly character may take the item from the henchman as a swift action.
Strong Back (Ex): Henchmen are expected to carry equipment. A lot of equipment. A henchman's carrying capacity is double the value indicated on table 7-4 in the Core Rulebook for all stages of encumbrance (light, medium, and heavy).
Henchman Duty:
Henchman Duty (Ex): At 2nd level and every even-numbered level thereafter, the henchman may be assigned to one duty. Once assigned, a duty may not be changed because it is The Henchman's Job. Duties can be chosen from the following list:
Armor Polishing: The henchman is responsible for making sure you can see your face in that armor. The henchman may spend 1 hour of work to polish a suit of armor to a blinding sheen, granting the wearer a +2 circumstance bonus to charisma-related skill checks for 24 hours. This bonus increases by +1 for every 5 levels the henchman possesses.
Cooking: The henchman is in charge of preparing the food. Once per day, no matter what supplies are available, the henchman may spend 1 hour of work to replicate the effects of a Create Food and Water spell at CL equal to his class level. The henchman must be level 4 before being given this duty.
Decoy: The henchman is in charge of distracting others while the party does it's work. To do this, the henchman makes a spectacle of himself, and each creature within 60 feet that can see and hear the henchman must make a will save at DC 10 + 1/2 henchman level + charisma modifier. Each creature which fails this check takes no hostile action against the henchman, instead peacefully observing as long as he continues the performance, for up to 1d4 minutes. Creatures distracted in this manner take a -4 penalty to reactive skill checks (such as Perception to notice a character using Stealth). Any hostile action breaks the effect, and any particular creature cannot be distracted in this way more than once in a 24 hour period.
Equipment Repair: The henchman is responsible for fixing everything that gets broken. By spending 1 hour of work, the henchman may replicate the effects of the Make Whole spell at CL equal to his class level.
Night Watch: The henchman is in charge of making sure nothing sneaks up on the party at night. The henchman only needs 2 hours of sleep to be fully rested, and takes no penalty to non-visual perception checks while sleeping.
Point Out the Obvious: The henchman is charged with attentively listening to the craziest theories of his employer, and pointing out oversights. 10 minutes of dialog with a henchman provides a friendly character a +2 bonus on any knowledge or bardic knowledge check. This bonus increases by +1 for every 5 levels the henchman possesses. [note: DMs are encouraged to impart insights on behalf of a henchman with this duty].
Poison Taster: The henchman is in charge of making sure the food isn't poisoned. He gains a +2 bonus to fortitude saves against poison. This bonus increases by +1 for every 5 levels he possesses.
Practice Dummy: The henchman is responsible for helping his employer practice and/or demonstrate his techniques. By spending an hour with an ally, the henchman can confer a +1 circumstance bonus to attack rolls that lasts for 24 hours. At level 11, this bonus increases to +2. Helping an ally practice in this way deals 1d6 nonlethal damage to the henchman for every 2 levels the ally possesses (minimum 1d6).
Stepping Block: The henchman is responsible for helping his employer reach difficult places. When using the Aid Another action for Acrobatics checks made to jump or Climb checks, the henchman confers a +8 bonus rather than +4, and does not cause a mishap except on a die roll of 1 (see the Clumsy Helper ability above).
Trap Tester: The henchman is in charge of springing traps for the good of the party. The henchman gains a +2 bonus to reflex saves vs. traps and to his AC against attacks made by traps. This bonus increases by +1 for every 5 levels he possesses.
Torch Bearer: The henchman is in charge of making sure everyone can see where they are going. Any light source the henchman carries doubles its effective lighting range (both for normal light and partial illumination). The henchman may carry a torch or lantern and still use both hands freely.
Weapon Sharpener: The henchmen is in charge of making sure all the weapons stay razor-sharp. The henchman may spend 1 hour honing a weapon to grant it the keen quality. This does not stack with similar effects, and wears off after one day. The henchman must be level 8 or higher to be given this duty.
Resilience (Ex): The henchman is accustomed to unnumbered hardships. Starting at 2nd level, whenever he is dealt hit point damage, he converts an amount of damage equal to half his level to nonlethal damage.
Quick Draw (Ex): At 3rd level, the henchman becomes more skilled at managing his enormous inventory. He gains Quick Draw as a bonus feat, and may retrieve any object carried on his person as a swift action that does not provoke attacks of opportunity.
Damage Reduction (Ex): Henchman are very used to the hardships of their job, and grow more resilient with time. Starting at level 7, the henchman gains damage reduction 1/-, allowing him to ignore one point of damage every time he is struck by a weapon or natural attack. This reduction increases by +1 at 10th level and every 3 levels thereafter.
Stronger Back (Ex): At level 9, the henchman's carrying capacity increases to quadruple the value indicated on table 7-4 in the Core Rulebook for all stages of encumbrance (light, medium, and heavy). The henchman may move his full speed no matter how encumbered he is.
Advanced Duties:
Advanced Duties (Ex): At 10th level and every 2 levels thereafter, the henchman may be given an advanced duty in place of a henchman duty.
Chef: The henchman is in charge of producing exceptional food from nowhere. Once per day, no matter what supplies are available, the henchman may spend 1 hour of work to replicate the effects of a Heroes Feast spell at CL equal to his level. The henchman must already have the Cooking duty to select this duty.
Curse Tester: The henchman is in charge of making sure the party is not exposed to dangerous cursed items. Whenever a henchman tries to use an item, that item functions immediately as though it were being seriously used (such as in a fight with a dangerous foe). A henchman may struggle with a cursed item for 1 minute to replicate the effects of a Remove Curse spell cast at CL equal to his level.
Evidence Disposal: The henchman is in charge of cleaning up the mess from his employer's... accidents. Barring exceptional circumstances, a henchman can dispose of any body he is capable of carrying in 1 minute by making a Stealth check against DC 15. Success means he is not seen, and the final result is the Perception DC to find the body during later inspection. For each round the henchman spends cleaning, he increases Perception and Survival DCs to glean information about any particular incident (crime) by 1, to a maximum increase equal to his level. The henchman may also cover a party's tracks while traveling at full speed.
Living Shield: The henchman is responsible for keeping his employers safe in a fight. Once per round per adjacent ally, when the ally would be struck by a melee attack, they may choose to redirect the attack to the henchman.
Shotput: The henchman must stand in when no other ranged weapon will do. As long as he is carrying a light load, the henchman can be thrown as a standard action by a friendly creature of his own size or larger with a minimum strength of 17 or more. The henchman has a range increment of 20 feet and deals 2d8 damage plus 1 1/2 times the thrower's strength modifier to both the target and the henchman (less the henchman's damage reduction). The henchman counts as a weapon of his own alignment for the purposes of overcoming damage reduction.
Spell Shield: The henchman is responsible for keeping his employer safe from spells. Whenever an adjacent ally is subject to a spell or effect that permits a reflex save for half damage, they may interpose the henchman between themselves and the effect. If they do so, they take no damage on a successful save, and only half damage on a failed save. Only one ally can use a henchman in this way per attack. The henchman takes half damage from the effect with no opportunity to save (although if he were also subjected to the same attack as the ally, he takes no additional damage for shielding the ally - he simply saves and takes half damage, or fails and takes full damage).
Walking Target: The henchman is responsible for taking arrows for his employers. Once per round per adjacent ally, when the ally would be struck by a ranged attack, they may choose to redirect the attack to the henchman.
Unlikely Survivor (Su): The henchman has a knack for not dying. Starting at 11th level, the first time each day the henchman is killed, he is immediately subject to a resurrection effect. If he was killed by by hit point damage, he is immediately subject to a Breath of Life spell at CL equal to his level. If he was killed by a death effect, he is subject to a Raise Dead spell at CL equal to his caster level. As there is no caster for these effects, they require no material components. He may use this ability twice per day at level 15, and three times per day at level 19.
Fast Healing (Ex): Starting at 13th level, the henchman has spent so much time recovering from injuries that he has developed an extraordinary ability to do so. He gains fast healing 1. This increases to fast healing 2 at level 17, and fast healing 5 at level 20.
Neverending Supplies (Su): Starting at level 15, the henchman can produce items from his pack as though it were a Robe of Useful Items. In addition to the default items, his inventory can produce up to 4 randomly determined items from the Robe's chart. Used items restock at a rate of two per day, with the default items returning first.
Hidden Talents: At level 20, the henchman can unleash hitherto unrevealed abilities. Once per day for one full round, the henchman may act as though he had access to all the class features of a level 20 member of any single other core class. This includes all class abilities that are automatically acquired (such as spell-like abilities, sneak attack, channel energy, or flurry of blows) but not abilities that must be specifically chosen (such as weapon training, feats, favored enemies, or spells). Alternatively, the henchman may spontaneously cast a single arcane or divine spell of any level, as long as its casting time is less than one full round and he has sufficient Intelligence or Charisma (for arcane spells) or Wisdom (for divine spells) to cast it. He must cast the spell normally, risking any spell failure chance and attacks of opportunity as normal, and must supply all material components required for the spell.
-------end-------
So... anybody have any cool or funny ideas for duties that I missed?
Anybody think that it's too powerful?
Anybody have a nagging, perverse desire to actually play a character like this in a game?
I'm a huge fan of the alchemist, but I feel as though the default progression is currently pulled in a few too many different directions despite player interest ("I want to be Dr. Jekyll the 2nd. Instead, I'm... good at poisoning people?") . I would like to propose a simple plan to alleviate many of these issues:
Step 1: Remove the abilities at level 2, 6, 10, 14, and 18. This is the poison chain, persistent mutagen, and instant alchemy.
Step 2: Make said abilities into discoveries (with appropriate tweaks to power, as necessary).
Step 3: Give the alchemist discoveries at every even-numbered level.
This would permit alchemists to specialize in a number of different fields, and allow more persistent access to discoveries, which are clearly one of the most exciting components of the class. I shouldn't have to add that there are plenty of other alchemy-type abilities people want that could be done as discoveries (brew potions, anyone?).
As I envision it, there should be 5-8 discoveries for each general branch of alchemy (poison, bombs, mutagens, and extracts) in addition to the more straightforward utility ones (like infusion, fast alchemy, etc). With appropriate level limitations (which would become simpler than the current "You need x other discoveries first" nomenclature) to police things, it wouldn't get out of hand.
Incidentally, this'd be a great opportunity to add abilities to make a poisoner alchemist viable. I'd really like to play such a one, but poisons are cripplingly expensive to have to depend on regularly in combat - imagine a fighter having to re-buy his +1 sword after every couple of days of adventuring...
Poisoner (Ex): The alchemist can quickly concoct a virulent injury poison. Doing so takes him just as long as it would to prepare a bomb. This poison does 1d4 str or dex damage for 4 turns (save 1), and has a fort DC of 10 + 1/2 level + int modifier. Each use of this ability costs the alchemist one of his daily uses of the Bomb power.
Ok everyone, I just have to show off this totally sweet idea:
Symbiote (2 pts): The summoner and his eidolon are conjoined! This has a number of important benefits and hindrances:
First: They must always stay in adjacent squares, or they may share the same space as the larger of the two without penalty. When initiative is rolled at the beginning of combat, the summoner and eidolon only make one roll, adding the lower of their initiative bonuses, and act simultaneously on that initiative count. The pair must move at the slower of their two speeds unless one is strong enough to carry the other, or large enough to serve as a mount. Any attempt to move one away from the other (such as bull rush or grappling) must succeed against both the summoner and the eidolon, in which case they both move as indicated.
Second: When the summoner is reduced to -1 hp, he is rendered unconscious and must make constitution rolls to stabilize as normal, but further attack and spell damage directed at him is instead subtracted from the eidolon's hit points - the eidolon effectively gains and automatically uses the life link summoner class ability with respect to the summoner himself. At 14th level, this effect is replaced by the life bond ability.
Third: If the summoner casts a spell that targets only himself, as an immediate action he may spend an additional spell slot of the same level to have the eidolon also gain the effects of the spell, as though it were individually targeted by it.
Fourth: At first level, the summoner may share the benefit of up to 1 point of evolution that the eidolon possesses. At 4th level, the summoner may share a second point of evolutions, and an additional one every 4 levels thereafter (3 at 8th, 4 at 12th, etc.). Evolutions that grant limbs, attacks, or changes in size may not be shared in this way).
Fifth: When the summoner gains the aspect and greater aspect class abilities, any evolutions he takes are not subtracted from his eidolon's pool of evolution points.
------------
My observations:
Templating for the conjoined movement could be more rigorous; if someone has a problem with my abstract, suggest a better way to format it!
The life link ability could be adjusted to -con score to indicate real death, rather than just unconsciousness, and avoid complications from the diehard feat. They can still bleed out here, so it's in the eidolon's interests to carry them away and take care of them. Isn't what they're supposed to do anyway?
Shared spells seems a bit powerful, but in most cases I think the summoner's spells overlap very little in utility for himself vs. the eidolon. Tell me if I'm missing some especially degenerate spell that could exploit this.
Sharing evolutions is potent, but I think the sizeable risk the summoner takes by having to stay with the eidolon deserves some measure of benefit, too.
Lastly, since the summoner essentially loses the use of transposition and maker's call, we try to bump up the effects of the aspect class abilities.
Thoughts? Is anyone as jazzed as I am about playing a little dork summoner with a big brute genie thing sprouting out of his back, or a crazy mermaid with a sentient mass of tentacles and fangs where her legs oughtta go?
Definitely better than a fighter
CN Medium Outsider
Init +2; Senses darkvision 60ft.; Perception +8
DEFENSIVE HP 42 (5d10 + 15)
AC 24 (+4 natural, +1 dex, +9 full plate)
Saves Fort +7, Ref +3, Will +4;
Defensive Abilities evasion
OFFENSIVE Speed 30ft. (20ft. in armor), fly 50 ft (35 ft. in armor) (good)
Meleemasterwork greatsword +9 (2d6+12/19-20) or 2 claws +4 (d4+4)
Space 5ft. Reach 5ft.
STATISTICS Str 18 Dex 14 Con 16 Int 7 Wis 10 Cha 11
BAB +5 CMB +9 CMD 21
Feats martial weapon proficiency (greatsword), power attack, weapon focus (greatsword)
Skills Climb +9 (+4 in full plate), Fly +12 (+7 in full plate) Heal +8, Perception +8, Survival +8
SQ devotion, link, share spells
ECOLOGY Treasure masterwork greatsword, masterwork full plate
Better than a barbarian, too
CN Large Outsider
Init +2; Senses darkvision 60ft.; Perception +12
DEFENSIVE HP 94 (9d10 + 45)
AC 33 (+12 natural, +1 dex, +11 large +2 full plate, -1 size)
Saves Fort +12, Ref +6, Will +9; +4 vs enchantments
Defensive Abilities evasion DR 5/law
OFFENSIVE Speed 30ft. (20ft. in full plate), fly 50 ft (35 ft. in full plate) (good)
Meleelarge +1 greatsword +16/+11 (3d6+23/17-20) or 2 claws +12 (d6+9)
Space 10ft. Reach 10ft.
STATISTICS Str 28 Dex 14 Con 20 Int 7 Wis 11 Cha 11
BAB +9 CMB +19 CMD 31
Feats improved critical (greatsword), iron will, martial weapon proficiency (greatsword), multiattack(b), power attack, weapon focus (greatsword)
Skills Climb +14 (+9 in full plate), Fly +14 (+9 in full plate) Heal +12, Perception +12, Survival +12
SQ devotion, link, share spells
ECOLOGY Treasure large +1 greatsword, large +2 full plate, +1 cloak of protection
I eat rangers for breakfast
CN Large Outsider
Init +7; Senses darkvision 60ft.; Perception +17
DEFENSIVE HP 94 (13d10 + 65)
AC 40 (+16 natural, +3 dex, +11 large +3 mithril full plate, -1 size)
Saves Fort +15, Ref +11, Will +13; +4 vs enchantments
Defensive Abilities evasion DR 10/law SR 26
OFFENSIVE Speed 30ft. (20ft. in mithril full plate), fly 50 ft (35 ft. in mithril full plate) (good)
Meleelarge +2 greatsword +22/+17/+12 (3d6+30/17-20) or 2 claws +18 (d6+11)
Space 10ft. Reach 10ft.
STATISTICS Str 32 Dex 16 Con 20 Int 7 Wis 12 Cha 11
BAB +13 CMB +24 CMD 37
Feats improved critical (greatsword), improved initiative, iron will, lightning reflexes, martial weapon proficiency (greatsword), multiattack(b), power attack, weapon focus (greatsword)
Skills Climb +16 (+14 in mithril full plate), Fly +19 (+17 in mithril full plate) Heal +17, Perception +17, Survival +17
SQ devotion, link, share spells
ECOLOGY Treasure large +2 greatsword, large +3 mithril full plate, +2 cloak of protection, +2 belt of giant strength
Sorry about your paladin
CN Large Outsider
Init +8; Senses darkvision 60ft.; Perception +21
DEFENSIVE HP 175 (17d10 + 85)
AC 53 (+24 natural, +3 dex, +14 large +5 mithril full plate, +3 deflection, -1 size)
Saves Fort +20, Ref +16, Will +18; +4 vs enchantments
Defensive Abilities evasion, improved evasion DR 10/law SR 31
OFFENSIVE Speed 30ft. (20ft. in mithril full plate), fly 90 ft (60 ft. in mithril full plate) (perfect)
Meleelarge +3 anarchic ghost touch greatsword +29/+24/+19/+14 (3d6+39/17-20) or 2 claws +15 (d6+9)
Space 10ft. Reach 10ft.
STATISTICS Str 38 Dex 18 Con 20 Int 7 Wis 12 Cha 12
BAB +17 CMB +32 CMD 46
Feats flyby attack, greater iron will, improved critical (greatsword), improved initiative, iron will, lightning reflexes, martial weapon proficiency (greatsword), multiattack(b), power attack, weapon focus (greatsword)
Skills Climb +17 (+15 in mithril full plate), Fly +24 (+22 in mithril full plate) Heal +21, Perception +21, Survival +21
SQ devotion, link, share spells
ECOLOGY Treasure large +3 anarchic ghost touch greatsword, large +5 mithril full plate, +5 cloak of protection, +3 ring of deflection, +6 belt of strength
Observations: aside from the level 1 build, these eidolons are equipped for 20% of a PC's wealth at the stated level - a very reasonable investment for the summoner's primary offensive tool.
Also, aside from the level 1 build, the base attack statistics include the modifiers for power attack. Accuracy is therefore somewhat lower than it *could* be, in the event of an especially evasive foe.
If this were my eidolon, I'd drop barkskin on it, kicking that AC up 3-5 points higher still.
Now, I don't mean to get in finicky arguments about what melee builds can accomplish what. I'm looking at AC, HP, saves, and damage output. First level is fairly comparable with a fighter-type class... but remember this guy comes *in addition* to the summoner herself. Assuming the fighter style build is not the most efficient for eidolons (and it's not) I'd say this is a fair demonstration of their excessive power level.
My point is... well, these guys have got to lose some points somewhere. I know they share the weakness of their summoner, but since summoners score every AC-boosting and hide-from-combat spell in the book, they're likely even harder to kill.
Damage output potential can probably stay where it is, but I think the eidolon should lose some of it's resilience. Cutting 1 HD off the progression at every level would do a lot of that, and reducing the base natural armor bonus to max out at +12 instead of +16 would be good too.
Now, I don't want to tread on any toes, but I wanted to present a couple of ideas I had about tuning the cavalier class.
My objectives are to
1) Simplify some of the oath mechanics
2) Get away from the Cavalier as a mounted-warrior-only class, while leaving that style a viable option.
3) Develop the challenge mechanic into something more interesting than a simple die progression. I've tried to keep the power level at the level as presented in the test document - which means it's an awfully powerful, defining ability of the class.
4) Avoid treading on the Fighter's toes as the best straight-melee class.
5) Adopt ability templates more in line with the core Pathfinder rulebook.
Its definitely not complete, but I'd like to think it's a reasonable skeleton to work off of. Here's what I've got so far:
Cavalier – Full BAB, d10 HD, good fortitude save, 4 skill points/level.
Progression Chart:
Lv. Abilities
1 Challenge +2, challenge power, Mount, Oaths
2 challenge power, Armor training.
3 Oath of Mercy
4 challenge power
5 Oath of Protection
6 challenge power
7 Challenge +4, Oath of Pursuit
8 challenge power
9
10 challenge power
11 Oath of Vengeance
12 challenge power
13 Challenge +6
14 challenge power
15 Oath of [something awesome]
16 challenge power
17
18 challenge power
19 Challenge +8
20 challenge power, [some ultimate ability]
Challenge:
Challenge (Ex): A cavalier may challenge a foe as a swift action. The cavalier gains a +2 bonus on damage rolls against the target as long as the challenge persists. A challenge ends if the target is killed, the cavalier is knocked unconscious, or the cavalier cancels the challenge (a free action). A cavalier may not declare a new challenge for 3 rounds after canceling a challenge, and my not have more than one challenge active at once.
At 7th level, the bonus damage increases to +4.
At 13th level, the bonus damage increases to +6.
At 19th level, the bonus damage increases to +8.
He may use this ability 3 times per day plus one half his cavalier level.
Challenge Powers:
At 1st, 2nd, and every even-numbered level thereafter, the cavalier may choose a challenge power.
Challenge powers:
-Social warrior: The cavalier may declare a challenge in noncombat situations. He gains a bonus to opposed bluff, diplomacy, perception, and sense motive checks against the challenged target equal to his bonus damage. (Thanks Zurai, you got me started on this train of thought!)
-Dual challenge: The cavalier may declare a challenge against two opponents as a swift action by spending two daily uses of his challenge power.
-Lancer: The cavalier triples his bonus damage when charging a challenged target.
-Nimble challenge: The cavalier gains a +2 dodge bonus to his AC against attacks from the target of his challenge.
-Resilient challenge: The cavalier gains a +2 bonus on saves versus spells and spell-like abilities cast by the target of his challenge.
-Zealous Foe: The cavalier chooses a creature type, such as Undead or Humanoid (elves). His bonus challenge damage against creatures of this type increases by +4.
-Determined: The cavalier gains DR 3/- against attacks from the target of his challenge. The cavalier must be level 10 or higher to select this power.
-etc:
filled out fully, this list should be quite long. You should have general idea from these, though
Mount:
A cavalier has an animal companion as a druid of equivalent level. Note: I can't see a reason for specifically making cavaliers wait to get a new mount when other classes can just pick them up.
The class definitely needs an alternative to having a mount, a'la druids, rangers, and paladins.
Oaths:
Oath (Ex): A cavalier may swear an oath to accomplish a specific task. Swearing an oath takes a full minute of speech and concentration, at the end of which the cavalier immediately gains the benefits of the oath. He retains the benefits as long as he abides by the restrictions; if he violates the restrictions of any oath he has sworn in the past week, he loses the benefits of all oaths and may not swear new oaths for 24 hours. Any specifically broken oath may not be renewed until a full week has passed, or the cavalier receives an Atonement spell. A cavalier may only have one oath active at a time.
At first level, the cavalier has access to the oaths of chastity, loyalty, purity, and valor.
Oath of Chastity: As long as the cavalier refrains from engaging in intimate activity, he gains a +2 morale bonus on saves against enchantment spells and effects. This bonus increases by +1 at 5th level, and every 5 levels thereafter.
Oath of Valor: As long as the cavalier does not retreat from a conflict, he gains a +2 morale bonus to will saves against fear spells and effects. This bonus increases by +1 at 5th level, and every 5 levels thereafter.
Oath of Purity: As long as the cavalier keeps his body free of poisons and disease, he gains a +2 bonus on fortitude saves against poison and disease. This bonus increases by +1 at 5th level, and every 5 levels thereafter. Note that alcohol and tobacco are poisons for the purposes of this oath, and failing a save against an effect breaks the oath.
Oath of Loyalty: As long as the cavalier immediately acts to help his allies when they are in need, he grants a +4 bonus while using the Aid Another action (instead of +2). This bonus increases by +1 at 5th level, and every 5 levels thereafter. Note that as this oath is open to wide interpretation, it is rather hard to break.
At 3rd level, the cavalier may swear an Oath of Mercy. As long as the cavalier refrains from killing or shedding blood, he takes no penalty to attack rolls for dealing nonlethal damage with lethal weapons. Additionally, he deals +2 damage when making attacks that deal nonlethal damage. This bonus increases by +1 at 8th level, and every 5 levels thereafter.
At 5th level, the cavalier may swear an Oath of Protection targeting a single creature. As long as the cavalier's ward is unharmed, both they and the cavalier receive a +2 bonus to AC and reflex saves while they are adjacent to one another. This bonus increases by +1 at 10th level and every 5 levels thereafter.
At 7th level, the cavalier may swear an Oath of Pursuit against a single creature. As long as the cavalier moves steadfastly to confront this creature, he gains a +4 bonus on rolls made to locate or track the target with the Gather Information, Search, or Survival skills. This bonus increases by +2 at 12th level, and every 5 levels thereafter.
At 11th level, the cavalier may swear an Oath of Vengeance against a creature that has caused him or his allies specific harm. He gains a +2 morale bonus to attack rolls against the creature and it's (known) agents. At 15th level, this bonus increases to +3, and at 20th, it increases to +4.
At 15th level, the cavalier may swear an oath of [something awesome]. Someone help me out here.
Armor Training:
Starting at 2nd level, a cavalier may reduce the total penalty inflicted by armor (and shields) to ride checks by 2 points. At level 9, this reduction increases to 4 points. At level 13, he may ignore armor penalties to the ride skill entirely.